6.1. Random and Probability.

February 03, 2017

 

6.1.1. Main Reading.


• Unity 4.x Game AI Programming.
• Chapter 3, Random and Probability.

Discusses the basics behind probability, and how to change the probability of a particular outcome. Then we look at how to add randomness to our game to make the AI less predictable.

    • Random class
    • Independent and related events
    • Conditional probability
    • FSM with probability
    • Weighted probability

6.1.2. Unity Documentation.


• Adding Random Gameplay Elements.
Randomly chosen items or values are important in many games. This sections shows how you can use Unity’s built-in random functions to implement some common game mechanics.

 

6.2. Sensors.

February 03, 2017

 

6.2.1. Main Reading.


• Unity AI Game Programming.
• Chapter 4: Implementing Sensors.

Looks at where we should make our character aware of the world around them. With the ability of our characters to see and hear, they will know when an enemy is nearby and will know when to attack.

    • Basic sensory systems
    • Scene setup

6.2.2. Complementary Reading.


• Unity 5.x Game AI Programming Cookbook.
• Chapter 5: Agent Awarenes.

    • The seeing, hearing & smelling function using a collider-based system
    • The seeing, hearing & smelling function using a graph-based system




• Unity AI Programming Essentials.
• Chapter 6: Sensors and Activities.

    • Advanced visual sensor settings
    • Advanced audio sensor settings